664 Commits over 730 Days - 0.04cph!
fix glass portion of glass ak always rendering on top of rivers (with a caveat that may also need fixing)
merge from render_pipeline_testing
merge from render_pipeline_testing
fix black player eyes in BRP in bandit camp (leaking spatial env volume shader props between cams), add pass to clear env volume shader props in RRP as well
give this a try cause why not
glass AK:
- Use a mip-filtered refraction texture with specular shimmer/firefly reduction for better looking blurry refraction
- Some shader simplification, remove unncessary alpha blending and emission map
- Remove unnecessary "depth prime" viewmodel pass
- Fix inconsistencies with viewmodel renderer shader passes between BRP and RRP
merge from render_pipeline_testing
fix brp error spam on low water quality
fix stupid auto inserted using
- fix broken deferred decal culling (cull distance was being scaled up by integer object quality value rather than percentage, so cull distance became way too far for any culling to happen)
- avoid redundant localToWorld calculation in the same frame for each deferred decal
fix NREs in screenshot.takescreenshot/takehiresscreenshot
create mip-filtered refraction texture before transparent geometry pass
add override water blend slider and toggle
add visible water to tank, material of water can be blended
fix string alloc in VolumetricFogShadowPreProcessPass
use new RRP/BRP grab pass subshaders for player pixelation
get Standard Refraction working in RRP
fix fog not working switching back to BRP with RRP initially enabled
RRP: fix DoF not working in workshop scene if DoF was disabled in graphics settings
fix clouds not rendering when switching back to BRP
fix WaterCamera error spam when swiching to BRP with RRP initially enabled
fix binocular effect error spam in main menu
fix disco ball in RRP, do forward+ lighting in fragForwardBase
RRP ReflectionProbeEx + vclouds rendering into it
change how we're tracking viewmodel prev viewproj to not rely on BRP camera component
implement the pass that composes the water motion vector texture with the camera's motion vector texture as we now have a camera motion vector texture in RRP
also properly track the prev viewproj for water in RRP
get binocular effect working in RRP
fix contact shadows server compile
merge from render_pipeline_testing
add some additional RRP client-only guards
client-only guard AtmosphereVolumeDrawPass
implement atmopshere volumes (bandit camp fog) in RRP
fix AnimalFur shader missing g-buffer stencil write
- implement depth of field in RRP
- OnPreCull/OnPreRender update routines in RustCamera get called from RRP now
fix devLocal/WorldCoord shaders missing g-buffer stencil write
fix shader bug causing GPU crash (RRP)
update SetRenderFunc calls
RRP contact shadows fixes